AQUILONIA (L) -- Symbol of might in the Hyborian Age, Aquilonia with
her legendary armies of Bossonian archers, Gunderland pikemen and
Poitanian knights, wields indisputably the supreme military power of the
Western world. More than any other Kingdom, however, Aquilonia lies
surrounded by grim and unrelenting enemies. A long series of defensive
wars for survival must inevitably be fought (and won) ere Aquilonia may
seek empire beyond her borders.

AMAZONIA (S) -- The female warriors of Gamburu are unmatched in
the Southern world. Their fleet footed warriors are rightly feared for their
ferocity and for their prowess with both the Javelin and their bronze
bladed shortswords. A dream of empire calls them to seek dominion over
the vast interior grasslands and the endless, forgotten jungles beyond.

ARGOS (M) -- The major sea power of the Hyborian Age, proud Argos
sweeps the western sea from Vanaheim to the Black Kingdoms. Wealthy
beyond its size. Argos seldom lacks for funds either to war or to weave far
reaching webs of intrigue as the situation dictates. Natural enemy of
Zingara and secret supporters of the Barachan pirates, the Argosseans
may very possibly prove the ultimate rulers of the Hyborian Age.

ASGARD (M) -- Blonde reavers of the icy north, the mailed warriors of
the Aesir are held in check only by their equally ferocious kin the Vanir to
the west, the grim Cimmerians southward, and by arcane Hyperborea to
the east. Loosely organized, the clans await their forging to a cause, or a
great captain of men, to spur them over the ice towards bright and bloody
conquest!

BORDER KINGDOM (S) -- On the fringes of the great Salt Marsh
within the Border Kingdom, a new power is quickly developing.
Strengthened by a surprising volume of trade (which travels northward to
avoid high Nemedian Tariffs) and by a harsh but brilliant leadership
composed mostly of exiled Aquilonian and Nemedian families, the
young border Kingdom lies poised on the brink of empire ... IF only the
fledgling Kingdom can stave off the early territorial appetites of its larger
neighbors.

BRYTHUNIA (M) -- The land of plains and horse, the Brythunians
have become a culture of hunters and farmers, ranging their wide, flat
lands ahorse and unfettered. The Brythunian army carries forward this
heritage with a large contingent of disciplined cavalry regiments. Split
and scattered into small, widely dispersed fiefdoms, Brythunia awaits
only a powerful leader to weld it together and send its riders thundering
out of the plains and onto the road of empire.

CIMMERIA (M) -- Grim. Moody. Grey skied. The land of Crom amid
hills and mountains. A warrior race, the Cimmerians are descendants
of ancient Atlantis and only slowly coming again into the ways of
civilization after contact with the Hyborian Kingdoms. In battle the
Cimmerians are unmatched in the darkly wooded hills of their
homeland and few are the invading Aquilonian, Pictish, or Northeim
warriors who return from that grey land! A legacy of hatred runs strong
amongst Cimmerians for their long time enemies, the Picts.

CORINTHIA (M) -- Secure behind high mountain passes lie the city
states of Corinthia. Notable for their highly disciplined battle phalanxes
and fearsome weaponry (halberd and pike), the Corinthians swiftly
move towards unity as a Kingdom. A great general is all that Corinthia
needs to lead their heavily armoured pikemen down upon a surprised
Hyborian world.

DARFAR (S) -- The sharply filed teeth of the Darfar savages haunt the
dreams of even the boldest warriors who have faced them in screaming
battle. Actually composed of a various mix of tribes, the Ghanatan and
the northern Tibu tribes foremost amongst them. Darfar gains its name
from the scattered cannibalistic grassland tribes which most often
provide the drive and leadership for empire.

HYPERBOREA (L) -- Cold and heartless, Hyperborea is ruled by
grim, gaunt, albino nobles and by the sorcerously powerful witch-
women. Safe within their high stone keeps on the snowy Hyperborean
plain, the Hyperboreans wield power far beyond their meager resources
and small army. Fortress of arcane power in the north, Hyperborea is a
spiteful foe to Aquilonia and quite possibly the most dangerous
Kingdom of the Hyborian Age.

HYRKANIA (M) -- Savage horse tribes of the interior steppes,
uncivilized in all by the arts of war at which they excel, the Hyrkanians
move upon a shifting sea of unrest as turbulent as the fiery ponies upon
which they ride. The Hyrkanian tribes war constantly amongst them-
selves but when united under a great chief they destroy armies as
swiftly as their horse-archers can race across the endless flatlands
which encompass them. Trained from childhood in horse and bow, the
Hyrkanian cavalry has been called with good reason the finest horse-
archers in the world.

IRANISTAN (M) -- The golden land south of the Ilbars mountains is
widely, albeit sparsely inhabited. Ancient and rich, Iranistan uses the
Kossaks and the Ilbars hillmen as border defenses to turn back the swift
horse-archers of their long standing foes in Turan and Hyrkania. When
forced to do battle the well trained Iranistani army is as good as any in
the world of Hyboria.

JUMA'S KlNGDOM (S) -- The warriors of Kulalo receive archer
training in the Turanian fashion and thus stand out as the finest archers
in any of the Black Kingdoms. Juma's Kingdom is relatively unbeleaguered
in early years and can look to the north and south coastlines
for easy expansion. The black corsairs of the Southern Isles have
become natural enemies over many a skirmish and raid. Under skillful
control, Juma's Kingdom can quickly emerge as a major power in the
southern world.

KAMBULJA (M) -- Ruled by the god-king of the scarlet circle, deep in
jungle girdled Angkhor crouches the hungry Kingdom of Kambulja.
The Kambuljans are forever locked in war with neighbouring Khitai
whose great wizards, the god-kings also contest on an arcane level.
The Kambuljan host fields huge mammoths trained and relied upon to
smash the formations of the Khitai in battle.

KESHAN (M) -- A Kingdom of barbaric splendor, the Keshans are well
led by nobles and religious leaders who claim descent from the great
people of Alkmeenon. Keshan also has a well drilled army patterned
after the Stygian military organization. While Stygian troops often raid
into northern Keshan, Punt is Keshan's long standing and hereditary
enemy. Keshan lies poised in the midst of a power vacuum and, if well
controlled, may emerge as a major power of the Hyborian Age.

KHAURAN (M) -- Rich in fertile meadowlands and at the center of
trade in the Hyborian world, Khauran is a Kingdom of abundant wealth.
Khauran is well ruled by nobles of Kothic descent and lacks not for
wizards and powers arcane. The Khauranian nobles disdain the use of
horse but hire mercenary cavalry troops as needed. Khauran begins
the epoch in strong alliance with both Koth and Khoraja.

KHITAI (L) -- The ancient empire, stronghold of the world's greatest
wizards and masters of the eastern world, Khitai has a powerful army
and a sound leadership based in Paikang, Shu-Chen and Ruo-Chen.
Khitai is forever at war with Kambulja to the south whose god-kings vie
with them for supremacy in the arcane mysteries of the scarlet circle.

KHORAJA (S) -- Blessed with excellent leadership, a highly diverse
and well trained army, a fertile land, and a location central to the rich
southern and eastern trade routes, Khoraja is powerful beyond its tiny
size. Wizards and priests capable of calling upon unearthly aid are not
unknown in Khoraja. Situated over the fractured eastern Shemish
Kingdoms, Khoraja stands at the gates of empire IF through wisdom
and cunning Shem, Stygia, and Turan can be held at bay. As the epoch
begins, Koth and Khauran stand firmly allied with Khoraja.

KOSALA (M) -- The Kosalans are an ancient race, decadent but not
grown soft. They are devoted to the worship of the god Yajur and their
armies are an arm of their religious organization. The Kosalans are aided
by ancient magics and a fanatical if untrained populace ever willing to
fight and die in battle. Kosala from of old is tied with Vendhya through
intermarriage and treaty and can expect no invasions from that quarter.

KOTH (L) -- Pride of the Hyborian south, Koth is known for its armour
making skill and adventurous people. The Kothic army is powerful and
balanced enough to fight against any army of the Hyborian Age. Both
Khauran and Khoraja have formed cultural and economic ties which
bind Koth into firm alliance with them during the early years of the epoch.

KUSAN (S) -- The westernmost Khitan Kingdom, culturally advanced
Kusan relies upon her excellent ambassadors and diplomats (easily the
most adept politicians of the age) at least as much as upon her armies.
Considered the most challenging position to rule, Kusan must expand
its tiny size in the dwindling vacuum between great Khitai in the east
and the Hyrkanian hordes to the west.

KUSH (M) -- The semi-civilized Black Kingdom of most common
knowledge among people of the Hyborian nations is Kush. Proud Kush
is seldom raided, the Stygians usually preferring to take their slaves
from weaker Darfar or Keshan. Kush in Conan's time is a Kingdom
teetering on the road to empire ... or ruin. Good Kings must be fostered
lest poor leadership allow the Kingdom to fall into unrest and rebellion.

NEMEDIA (L) -- Nemedia, the central pillar of Hyborian culture and
civilization stands ever in defiance to their habitual foes, mighty
Aquilonia. The gleaming Nemedian knights are rightly proud for their
army which is as diverse as it is deadly. Nemedia may well extend an
empire without limit ... IF they can stop the hosts of Aquilonia.

OPHIR (M) -- A Kingdom of great beauty with gilded knights and high
towered cities, Ophir is protected by natural boundaries of mountain
and river on all sides but to the south which the Ophirians have well
fortified. The Ophirian army is provided for with all that wealth can
purchase including the finest training, weapons, and arms as well as
being additionally strengthened by mercenary archers from Shem.
Unassuming Ophir is powerful enough to begin the red road to empire
but small enough to avoid threatening the larger Kingdoms.

PICTLAND (M) -- Savage, warlike brutish, persistently resistant to
civilizing influences, the Picts inhabit the Primal forest of the Pictish
Wilderness. Constantly warring amongst themselves, the Picts must
find a leader strong enough to unite the tribes and hurl their vast hordes
upon the path of empire.

PUNT (S) -- The barbaric splendor of the Kingdom which is Punt is
based upon the bright yellow gold washed down off the central hills.
Hereditary enemies of Keshan, Punt must also mistrust the growing
power of Zembabwei. If these two foes can be kept at bay, and if a trade
route can be established to the gold hungry markets of the Hyborian
world, then Punt may well emerge as supreme among the Black
Kingdoms.

SHEM (M) -- The city states of Shem lie between the ambitions of Koth
and the malignant arcane power of Stygia. The western Shemish states
form a loose knit nation with Asgalun as their tiller head. The eastern
Shemish states stand in alliance with each other and also with western
Shem creating a friendly eastern border. The Shemish Asshuri and the
famous Shemish archers make Shem's armies very strong. Through
mercenary service in over a dozen Kingdoms of the western world the
Shemish generals have learned well the art of war.

STYGIA (L) -- Slumbering in her desert retreats, protected behind the
mighty and brooding Styx river, lies Stygia. The Stygian army is never
without the backing of wizards well versed in black battle magics, most
often of the priesthood of Set. The ancient culture of Stygia is in
decline, revolving in malignance about itself but it is also the source of a
great and evil sorcerous knowledge which may yet gain mastery over
the western world.

TOMBALKU (S) -- The vibrant clashing Tombalku culture provides a
springboard of energy for expansionist desires. Unless controlled,
the white-black conflict in Tombalku may rip the small but powerful
Kingdom in two. However, if united and working together, the
Tombalku riders, Black spearmen, and White lancers may roll back
their bordering nations in a surging red tide!

TURAN (L) -- Gleaming mailed and silken clad riders, masters of the
Vilayet Sea, Turan revels in sweeping the barely contested wastelands
to the west and south. Turan, however, must bear the plague of a
thousand frustrations arising from the seemingly indomitable and
ever resurgent Kossaks, Zuagirs, and Vilayet pirates. Perpetually
battling raiders and quelling revolts from a hundred pinpricking
sources, the rulers of Turan must pass their reign in unceasing
watchfulness. Turan is a natural enemy to Iranistan and Vendhya but at
the beginning of the epoch stands in loose alliance with Hyrkania.

UTTARA KURU (M) -- Dismissed as a myth in most regions of the
world, Uttara Kuru is a land of ancient magics, misty mountains, dense
coastal forest, and the strange, haunting architecture of Uttara Kuru
City. The people of this Kingdom are fanatically loyal in defense of their
homeland. Ancient enemy of great Vendhya, the people of Uttara Kuru
must seek empire to the north and east.

VANAHEIM (M) -- The red haired Vanir are isolated in the northwest
and their mailed swordsmen perforce must vent their warlike natures
on their Asgardian kin to the east, the savage Picts to the south, or less
often upon grim Cimmeria to the southeast. Many a hero of the
Hyborian Age was of the Vanir and warriors of Vanaheim are known to
be utterly fearless in combat.

VENDHYA (L) -- Vendhya is an ancient and proud Kingdom, ruled by
the Kashatriyan warrior caste and has wizards adept with their own
peculiar range of magics. Vendhya is pent up in the north by the savage
and virtually unconquerable Ghulistan tribesmen. To the west lies
Kosala, made unassailable by the well forged intermarriages between
the two Kingdoms. To the east broods Uttara Kuru whose silver tongued
diplomats and arrogant wizards have long held the weight of Vendhya
at bay. As the huge Vendhyan host continues to swell in size, like a
bubble it must burst forth into empire and the day of Vendhyan glory.

ZAMORA (M) -- Zamora is a land of spider haunted towers and master
thieves. The Zamoran army is adequate (Conan called them poltroons),
but it is their spies and long lived wizards upon which Zamora relies.
What King not departed from his sanity will risk the intrigues of Zamora
or worse yet her assassins? Zamora may indeed follow a shadowy path
to world mastery with the aid of spells long forgotten and knives which
strike swiftly in the dark!

ZEMBABWEI (M) -- A growing power in the southlands, vital
Zembabwei is well led and armed. The Zembabwei command great
flying reptiles found only in Zembabwei heartland. These soaring
winged mounts strike terror into the hearts of all who behold them. The
Zembabwei age of power has just dawned in the days of Conan.

ZINGARA (M) -- The most powerful sea raiders next to their
Argossean rivals, the Zingarans are active supporters of the Zingaran
buccaneers (pirates by any other name). Zingara is a proud and rich
land, though often torn by civil strife and bitter feuds between powerful
members of its nobility. A strong succession of kings and carefully
calculated expansion could easily see Zingara as master of the western
world -- land and sea.